This spoiler attempts to describe quantitatively the effects of all player-castable spells in the 2.3.0 thru 2.3.2 release versions of ToME. It is an outgrowth of my ToME skill spoiler; trying to include all this information in the skill spoiler just made it too verbose, so I broke it out into this new spoiler.

[NOTE: This version is (intended to be) correct for ToME v2.3.0 thru v2.3.2. For versions 2.2.0 thru 2.2.7 of ToME, see the 2.2.x version of this spoiler.

[FURTHER NOTE: The changes in this version relative to the 2.2.x version are still considered preliminary; I've only examined the source code for these versions, not actually played any characters in them yet.]Table of contents

The primary determiner of a spell's effect is the spell's spell effect level, denoted E; E is computed as your skill level in the spell's school minus the level of the spell, plus one, plus any bonuses conferred by your equipment or (depending on the spell school) your Spell-power skill. This level is the number displayed in the "Level" column when browsing spellbooks. For most purposes, E is rounded down to the nearest integer; where necessary, we will use Eu to denote the unrounded value.

We also define a "scaled" spell effect level (E@N), defined as (Eu×N)/50, rounded down to the nearest integer. As a further refinement, we define (E@N:M) to be the larger of (E@N) and M.

Further notation:

A×B denotes multiplication; for instance 5×6 evaluates to 30. NdM is the standard "dice" notation; for instance, 3d6 denotes the sum of three independent uniformly distributed random integers from 1 to 6, or three six-sided dice. For more complicated forms, we will use parentheses, as in (A×B)d(C+D/2).

Spell effects

Some spell effects will require some additional description, both of their effects and of how they will be denoted in spell descriptions. All effect durations are specified as multiples of 10 game turns (equivalent to one player turn at normal speed).

A targeted effect denotes a bolt, beam or ball effect that can be targeted at a particular square with the targeting command '*', or can be cast in one of the eight cardinal directions and will affect the first monster hit (except for beams, which will continue through). For ball effects, the targeted or affected location will be the center of the ball. A ball effect will be described with a radius and a base damage. It does the base damage at the center of the ball, half damage at squares of distance 1 from the center, one-third damage at squares of distance 2 from the center, and so on up to the specified radius. A cloud effect will be described with a radius, a base damage and a duration. Initially, a ball effect is performed with the specified radius and base damage; every 10 game turns after that for the specified duration, full base damage is done at each square affected by the initial ball effect, if it is currently in the player's line of sight. [The line-of-sight requirement is intended to prevent a tactic considered cheesy by the game designers: step briefly into line of sight of a bunch of dangerous monsters, cast a cloud-effect spell, then duck back out of line of sight and wait safely while the cloud effect kills off the monsters.] A wave effect will be described with an initial radius, a base damage and a duration. Initially, a ball effect is performed with the initial radius and specified base damage, and the initial radius is stored as a variable R; every 10 game turns after that for the specified duration, all squares in line of sight of the player that are of distance R or R+1 from the original center of the effect take full base damage, and R is incremented by 1. The wave effect has some variants: In a persistent wave effect, all squares within radius R+1 of the original center take damage every 10 game turns. In a directed wave effect, only one "quadrant" of the wave takes damage, centered around one of the eight cardinal direction; for instance, if the wave is directed northeast, only squares between due north and due east of the original center take damage. A storm effect will be described with a radius, a base damage, and a duration. Initially, a ball effect is performed with the specified radius and base damage; every 10 game turns after that for the specified duration, every square in the player's line of sight at the specified distance from the player's current position takes the specified base damage. A wall effect will be described with a duration and a damage. Initially, a beam effect is performed with the specified damage; every 10 game turns after that for the specified duration, the specified damage is done at each square affected by the initial beam effect, if it is currently in the player's line of sight. A shield effect will be described with a duration, an optional damage, and an optional armor class change. For the duration of the spell, the player's armor class will be increased by the specified amount, if any, and any monster that hits the player in melee will receive the specified damage, if any. A projection effect will be specified with a duration, a radius, and a base damage. For the duration of the spell, every time the player hits a monster with a weapon, a ball effect will be performed centered on the monster, with the specified radius and base damage. Barehand-combat and bearform-combat attacks do not trigger projection effects.

School spells

Spell schools can have the following annotations:

Spells in schools marked "SO" can be cast with Sorcery skill; the minimum required skill level and spell effect level are computed using the larger of your school skill and your Sorcery skill. Spells in schools marked "SP" receive a bonus to spell effect level of (Sp×20)/50, rounded down to the nearest integer, where Sp is your unrounded skill level in Spell-power. For multi-school spells, all schools must be so marked to receive the bonus. Spells in schools marked "<god-name>@M/N" can be cast with Prayer skill if you worship the specified god; the minimum required skill level and spell effect level are computed using the larger of your school skill, the Sorcery skill (if so marked), and (Pr×M)/N rounded down to the nearest integer, where Pr is your unrounded skill level in Prayer.

Spells are listed as "Spell Name (level A, mana B:C, fail D%)". A is the spell's level; your skill level in the school's skill (or Sorcery or Prayer, as noted above) must be at least this high to cast the spell. B and C denote a varying mana cost scaled by spell effect level; the mana cost at spell effect level E is B+(E@(C-B)). C will be omitted if it is equal to B, in which case the spell has constant mana cost. D is the spell's base failure probability; this probability is reduced by 3×(E-1) percent, and by 3×(F-1) percent, where F is an adjustment amount based on the school's spell stat (usually INT), as listed below. The minimum fail rate is also determined by the spell stat.

Some spells are multi-school; this will be noted in the spell annotation described above as "School1+School2". For multi-school spells, the minimum required skill level and spell effect level are computed based on the average of your skill levels in the coresponding school skills (substituting Sorcery or Prayer where appropriate, as described above).

Some spells will have the additional annotation "IC M;N"; this is used with the Inertia Control spell, and is explained therein.

Some spells are available via wands and staffs, as a Wand/Staff of <spell-name>[M|N]. As detailed in the Magic-Device section of the skill spoiler, using such a wand or staff is equivalent to casting the spell at spell effect level E=S+M-L+1, with a minimum of 0 and a maximum of N, where L is the spell's level and S is your skill level in Magic-Device rounded down to the nearest integer; this is the number displayed as "Spell level" in the description of the wand/staff via the 'I'nspect command. Spells that are available via wands or staffs will have the annotation "[M1-M2|N1-N2]", where M1 and M2 are the minimum and maximum allowed values of M for the spell, and similarly for N1 and N2.

As with effect durations, all spell durations are specified as multiples of 10 game turns.

Last edited by Yottle on Fri Oct 24, 2014 5:32 am, edited 2 times in total.

If E?5, the player will be near-invulnerable for the duration of the spell, taking no damage from any attack or damaging effect with probability 12 in 13. If E<5, for the duration of the spell any damage taken by the player will lower mana instead of hit points if the player has nonzero mana. The duration of the spell is 3+(E@10:1)+1d5; the spell also terminates immediately if the player attacks any monster, throws anything, casts any spell, or activates any skill-based, racial or ability-based power.

Note that in addition to the usual skill level requirements for casting Geomancy spells, you must also have a skill level of at least 1 in the Fire, Air, Earth and Water skills, and you must be wielding a Mage Staff. Some Geomancy spells have a higher minimum skill level in one of the subskills of Geomancy; this will be noted in the spell annotation as "<skill-name>:N".

The effects of many Geomancy spells depend on your skill level in the subskills of Geomancy. We define a "scaled" skill level (<skill-name>@N), analogous to the scaled spell effect level notation, defined as (S×N)/50, rounded down to the nearest integer, where S is your unrounded skill level in the named skill. For notational convenience, the notation (<skill-name>@50), which works out to your skill level in the named skill rounded down to the nearest integer, will be shortedned to (<skill-name>).

Some Geomancy effects are common to multiple spells:

A floor-change effect changes an affected square to a random floor type (hence the name). The possible floor types depend on your skill level in the subskills of Geomancy: Sand, if (Fire)?1. Shallow lava, if (Fire)?8. Deep lava, if (Fire)>18. Shallow water, if (Water)?1. Deep water, if (Water)?8. Ice, if (Water)?18. Grass, if (Earth)?1. Grass with flowers, if (Earth)?8. Dark pit, if (Earth)?18.

The resulting floor type is chosen as follows: First, one of the above possibilities is chosen, with equal probability. If the skill level check succeeds and a probability check of 2×S percent succeeds (where S is your unrounded skill level in the corresponding skill), then that floor type is used; otherwise, another floor type is chosen in the same fashion until both checks succeed. A wall-change effect changes an affected square to a random wall type (hence the name). The possible wall types depend on your skill level in the subskills of Geomancy: Sandwall, if (Fire)?1. Trees, if (Water)?1. Ice wall, if (Water)?12. Granite wall, if (Earth)?1.

The resulting wall type is chosen in the same manner as for the floor-change effect above.

Call the Elements (level 1, mana 2:10, fail 10%)

Fires a ball effect of radius 1+(E@5); if E?17, the ball can be targeted, otherwise it is centered on the player. A floor-change effect is applied to all floor squares in the affected area. Can be cast while blind. Channel Elements (level 3, mana 3:30, fail 20%)

The effect of the spell depends on the terrain type at the player's location:

Grass: Heals 5+(Earth@20) percent of the player's hit points. Grass with flowers: Heals 5+(Earth@30) percent of the player's hit points. Dark pit: Fires a targeted bolt doing damage 10d(Earth). The damage is of type nether if (Earth)?18, dark otherwise. Shallow water: Fires a targeted bolt (if (Water)<8) or beam (if (Water)?8) doing damage 3d(Water). The damage is of type water if (Water)<18, otherwise it is of type "wave" (the target takes water damage and is pushed away from the player). Deep water: Same as shallow water, except that damage done is 5d(Water). Ice: If (Water)?12, fires a targeted ball of ice with radius 3 and base damage (Water@340); otherwise, fires a targeted bolt of ice doing damage 3d(Water). Sand: Casts a shield effect with duration E+1d20+(Air) and damage (5+(Fire@20))d(5+(Fire@14)). The damage type depends on your spell effect level for the Fire spell Fiery Shield (denoted here Ef): unresistable if Ef?15, fire if Ef<15. Also inflicts blindness for the same duration. Shallow lava: Fires a targeted bolt doing damage (Fire@30)d15. The damage is hellfire if (Fire)?15, fire otherwise. Deep lava: fires a targeted ball effect with radius 3 and base damage (Fire@30)d15. THe damage is hellfire if (Fire)?15, fire otherwise. No effect for other floor types.

The player's square is converted to type floor (or to grass if it was originally grass with flowers). Can be cast while blind. Vaporize (level 4, Air:4, mana 3:30, fail 15%)

Casts a cloud effect centered on the player with radius 1+(E@4:1) and duration 10+(E@20:1). The damage type and base damage depend on the terrain type at the player's location:

The terrain at the player's location is converted to type floor. Can be cast while blind. Geolysis (level 7, Earth:7, mana 15:40, fail 15%)

Tunnels in the specified direction for distance 5+(E@12:1), starting at the player's location and stopping if a non-tunnelable wall square is hit. A floor-change effect is applied at each square along the tunneling path; a wall-change effect is applied to all tunnelable wall squares adjacent to the tunneling path. At each square along the tunneling path, there is a 20% chance of a branch forming; the branch will be one third the length of the original tunneling path and angled 45 degrees off the original path (equal probability for either side), and is otherwise generated in the same manner as the original path, including the possibility of further sub-branches. Can be cast while blind. Dripping Tread (level 10, Water:10, mana 15:25, fail 15%)

Each time the player moves, a floor-change effect is applied to the square the player just left. Last for 10+E+1d15 moves. Can be canceled by re-casting the spell while it is in effect. Can be cast while blind. Grow Barrier (level 15, Earth:12, mana 15:50, fail 20%)

Casts a ball effect of radius 1; the ball is targeted if E?20, otherwise it is centered on the player. A wall-change effect is applied at each affected square (except the player's location). Can be cast while blind. Elemental Wave (level 15, mana 15:50, fail 20%)

Casts a directed persistent wave effect centered on the player with initial radius zero and duration 6+(E@20:1). The base damage and damage type depend on the floor type adjacent to the player in the selected direction:

Lights the room if player is in a room. If E?3, additionally casts a ball of "weak" light (only affects light-sensitive monsters) centered on the player with radius 4 and base damage 10. If E?15, additionally casts a second ball of "strong" light (as breathed by Light hounds, for instance) centered on the player with radius 5+(E@6:1) and base damage 10+(E@100:1). Fire Golem (Fire+Mind, level 7, mana 16:70, fail 40%)

Creates a Fire golem monster (hence the name) under control of the player. Requires a torch or brass lantern, which will be used up in the casting process. The golem will be leveled to monster level 7+(E@70:1) (see notes on monster leveling below). Fireflash (level 10, mana 5:70, fail 35%, [1-15|15-35])

For duration 50+(E@70:1), breeding monsters will be unable to breed. [Apparently, the spell duration was intended to be 20+(E@70:1)+1d30, but in what is presumably a bug, the code uses 30 instead of randint(30).] Wings of Winds (Air+Conveyance, level 22, mana 30:40, fail 60%, IC 1;10, [1-10|20-50])

Every 10 game turns, for duration 25+(E@25:1)+1d10, damage (5+(E@10:1))d(10+(E@25:1)) is done to a random hostile monster in line of sight. The damage is done in three parts, each doing one third the computed damage (rounded down), with damage types lightning, light and sound.

Recharges a wand, staff or rod. The power P=60+(E@140:1) of the spell determines the probability of backfire: rods will backfire with probability 1 in (P-L)/5, where L is the level of the rod; wands and staffs will backfire with probability 1 in (100+P-L-8×C)/15, where L is the level of the wand or staff and C is the number of charges currently in the wand or staff (or for a stack of wands, the total charges of the stack divided by the number of wands in the stack). For comparison, a Scroll of Recharging has power 60. Disperse Magic (level 15, mana 30:60, fail 40%, IC 1;5, [1-15|5-40])

Has the following effects:

Cures blindness and cancels temporary light. If E?5, also curse confusion and hallucination. If E?10, also cancels temporary speed or slowness. If E?15, also cures cuts and stuns and cancels meditation [which doesn't seem to be set by anything anyway, so... -ed]. If E?20, also cures fear and the parasite effect of a Death orb attack, reverts you from your current mimic state, if any, and cancels heroism, super-heroism, blessing, and any temporary shield effects.

Allows you to "pre-cast" certain spells that will be triggered when your hit points decrease below a percentage of maximum chosen at casting time (choices are 75%, 50% or 25%). Up to (E@4:1) spells may be pre-cast, to a maximum of 4; spells of level greater than 7+(E@35:1) may not be pre-cast. Note that the spell requires 32 player turns to cast. Tracker (level 30, mana 50, fail 95%)

Teleports player to the destination of the most recent teleportation, yours or a monster's. Inertia Control (level 37, mana 300:700, fail 95%)

Allows you to "schedule" a spell to be repeatedly re-cast at regular intervals, at no mana cost, until you "unschedule" the spell by re-casting Inertia Control. Spells that can be used with Inertia Control are listed with the notation "IC M;N"; (E@10) must be greater than or equal to M to schedule the spell. The scheduled spell will be recast every N×10 game turns (10 game turns corresponds to one player turn at normal speed), unless you are in wilderness mode. While Inertia Control is active, your maximum mana is reduced by four times the mana cost of the scheduled spell.

Teleports player with range 100+(E@100:1). Casting time is decreased by E-25 percent. [Yes, I think that does mean casting time is increased when E<25... -ed] Teleport Away (level 23, mana 15:40, fail 60%, [1-20|20-50])

Teleports away all affected monsters. If E<10, affects all monsters along a targeted beam; if 10?E<20, affects all monsters in a targeted ball of radius 3+(E@4:1); if E?20, affects all monsters in line of sight. A level-M monster that resists teleportation will resist the spell with probability M percent (100 percent if it is a unique). Recall (level 30, mana 25, fail 60%)

Has different effects depending on the target:

If the player is targeted, initiates a word-of-recall effect that triggers F-1+1dD turns after casting, where F=15-(E@10:1) with a minimum of 1 and D=21-(E@15:1) with a minimum of 0. For comparison, the corresponding scroll effect triggers 14+1d21 turns after reading. If a monster is targeted, the player and the monster swap positions. If an object is targeted, the object is fetched to the player. The object must be within a distance of 18 squares of the player and must not weigh more than 1+(E@150:1)/10 pounds, and if E<15, the player must have line of sight to the object.

For a duration (E@60:1)+1d20, the player can "jump" through walls -- if you try to step into a wall or other unenterable square, the player will pass through the wall in that direction until it comes to a clear square. You can also move up or down levels without stairs using the '<' and '>' keys. Note that the spell has no effect in the wilderness, or on quest levels or other levels where teleporting is disallowed. It also will not allow you to pass through permanent walls or enter vaults.

If E<17, identifies an object; if 17?E<27, identifies all carried objects and all objects on the floor at the player's location; if E?27, identifies all carried objects and all objects on the floor in a radius of (E@3:1) around the player. Reveal Ways (level 9, mana 3:15, fail 20%, IC 1;10, [1-15|25-50])

Increases player speed by 5+(E@20:1) with duration 10+E+1d10. Has no effect if any temporary speed boost is currently active; in particular, re-casting Essence of Speed while it is already in effect does not increase its duration. Banishment (Temporal+Conveyance, level 30, mana 30:40, fail 95%, IC 5;50, [1-15|10-36])

Teleports away all monsters in line of sight, with range 40+(E@160:1). A level-M monster that resists teleportation will resist this effect with probability M percent (100 percent if it is a unique). If E?15, also attempts to put affected monsters to sleep; an affected level-M monster will resist with probability M-1 in 40+(E@160:1), otherwise its sleep timer will be set to 500. Uniques are immune to the sleep effect.

Attempt to charm affected monsters, with power 10+(E@150:1) (see notes on charming below). If E<15, affects a targeted monster; if 15?E<35, affects all monsters in a targeted ball of radius 3; if E?35, affects all monsters in line of sight. Confuse (level 5, mana 5:30, fail 20%, [1-5|20-40])

Attempt to confuse affected monsters, with power 10+(E@150:1) (see notes on confusion below). If E<15, affects a targeted monster; if 15?E<35, affects all monsters in a targeted ball of radius 3; if E?35, affects all monsters in line of sight. Armor of Fear (level 10, mana 10:50, fail 35%, IC 2;20)

Note that all Udun spells automatically receive a bonus to spell effect level of L×2/3, where L is your experience level.

Drain (Udun+Mana, level 1, mana 0, fail 20%)

Drains energy from rods, staffs or wands to increase mana. For wands and staffs, the mana increase will be L×C, where L is the level of the wand or staff and C is the number of charges in the wand or staff (or total number of charges for stacks); for rods, the mana increase will equal the total accumulated energy in the rod. Drained wands and staffs will be destroyed; drained rods will be reduced to zero energy. Genocide (Udun+Nature, level 25, mana 50, fail 90%, [1-1|5-15])

Performs genocide, as per the scroll of the same name. If E?10, optionally performs mass genocide instead, as per the scroll of the same name. Wraithform (Udun+Conveyance, level 30, mana 20:40, fail 95%, IC 4;30)

Casts two targeted balls with radius 1+(E@4) and base damage 20+(E@200:1). The damage will be chaos, confusion or charm with equal probability. Only one of the balls is actually targeted; the other ball travels the same distance in the opposite direction. Discharge Minion (level 10, mana 20:50, fail 30%)

Destroys a targeted pet and casts a ball of gravity centered on its former location, with radius 2 and base damage H×(20+(E@60))/100, where H is the pet's former hit points. Demon Field (level 20, mana 20:60, fail 60%)

Destroys a targeted pet, healing ((30+E)×(H×100)/M)/100 hit points, where H is the pet's current points and M is its maximum hit points; both divisions are rounded down to the nearest integer. With probability 30-(E@25) percent, the spell will instead turn the pet against you. Control Demon (level 25, mana 30:70, fail 55%)

Attempts to charm a targeted demon, with power 50+(E@250:1) (see notes on charming below).

Who is online

Users browsing this forum: No registered users and 1 guest

You cannot post new topics in this forumYou cannot reply to topics in this forumYou cannot edit your posts in this forumYou cannot delete your posts in this forumYou cannot post attachments in this forum